scholarly journals Virtuality Index: Philosophical Justification

Author(s):  
Oksana Elkhova ◽  

This article provides a philosophical justification for the concept of virtuality index (VR Index). The use of the index method is the novelty of this research and allows us to consider virtual reality from a new methodological perspective. In the study, VR Index is schematized: in the author’s opinion, it acts as a certain generalized relative indicator that serves to characterize changes in such a phenomenon as virtual reality. The basic components of VR Index are distinguished: immersion, involvement, and interactivity. They can be represented in quantitative and qualitative terms. VR Index can be schematically presented in the following way: VR Index = Im·Inv·Int (where Im – immersion, Inv – involvement, Int – interactivity). For each specific case, the above pattern takes the following form: VR Index = Imm·Invn·Intp (where the coefficients m, n, p > 0). Immersion characterizes the coverage of senses of a person in an artificially created environment. Involvement indicates the rational and the emotional components of a person’s mental sphere. Interactivity, in its turn, determines the user’s interaction with the virtual environment. Each of these components affects the value of VR Index. The author distinguishes two extreme cases: virtual realities with low and high VR Index. Virtual realities with low VR Index involve two main channels of human perception, i.e. vision and hearing, are characterized by minimal user involvement and weak interactivity; the users are well aware of the fact that they are interacting with a simulation of the real world. Virtual realities with high VR Index cover a large number of channels of human perception and have a high level of user involvement and interactivity; for the user, the events of the real and virtual worlds become indistinguishable from each other.

Author(s):  
Benjamin Gregor Aas

To understand virtual realities and the effect on its users, empirical research into a variety of social and psychological domains has to be conducted in online virtual environments. It is argued that presence, the experience of being-in-the-virtual-world, plays a key role in most psychological processes connected with virtual worlds. A short overview of studies addressing personality, identity, emotions, and stereotypes in virtual reality is given, to subsequently offer improved approaches, by using a setup that compares participants on an individual level. Furthermore, potential cohort-differences are discussed; there is reason to believe that people who have grown up with computers, Internet, and virtual worlds experience and use virtual worlds differently than those who haven’t. Finally, it is hypothesized that virtual worlds influence real life in a reciprocal loop, by shaping cognitive, psychological, and social processes of the real world and – seemingly paradoxical – might even trigger experiencing the real as real.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
Hannah M. Solini ◽  
Ayush Bhargava ◽  
Christopher C. Pagano

It is often questioned whether task performance attained in a virtual environment can be transferred appropriately and accurately to the same task in the real world. With advancements in virtual reality (VR) technology, recent research has focused on individuals’ abilities to transfer calibration achieved in a virtual environment to a real-world environment. Little research, however, has shown whether transfer of calibration from a virtual environment to the real world is similar to transfer of calibration from a virtual environment to another virtual environment. As such, the present study investigated differences in calibration transfer to real-world and virtual environments. In either a real-world or virtual environment, participants completed blind walking estimates before and after experiencing perturbed virtual optic flow via a head-mounted virtual display (HMD). Results showed that individuals calibrated to perturbed virtual optic flow and that this calibration carried over to both real-world and virtual environments in a like manner.


Author(s):  
R. I. Dremlyuga ◽  
A. V. Kripakova

The paper is devoted to the problems of committing crimes using virtual reality technologies and their qualifications. The optional features of the objective side and their significance when using new digital technologies are characterized. The factors complicating the investigation of such crimes are analyzed in detail. According to the results of the study, the authors come to the conclusion that the technology of virtual reality gives a criminal completely new opportunities. First, virtual reality allows you to manipulate the emotions and consciousness of the victim at a completely new level. The psycho-emotional effect is comparable in strength to the effect of events in the real world, at the same time it can be achieved remotely via the Internet. Secondly, in connection with the integration into the virtual environment of real-world devices, the consequences of actions in virtual reality also extend to the real world. This means that many criminal acts for which contact with the victim was necessary can now be performed remotely.


Lex Russica ◽  
2020 ◽  
pp. 86-96
Author(s):  
E. E. Bogdanova

In the paper, the author notes that the development of modern technologies, including artificial intelligence, unmanned transport, robotics, portable and embedded digital devices, already has a great impact on the daily life of a person and can fundamentally change the existing social order in the near future.Virtual reality as a technology was born in the cross-section of research in the field of three-dimensional computer graphics and human-machine interaction. The spectrum of mixed reality includes the real world itself, the one that is before our eyes, the world of augmented reality — an improved reality that results from the introduction of sensory data into the field of perception in order to supplement information about the surrounding world and improve the perception of information; the world of virtual reality, which is created using technologies that provide full immersion in the environment. In some studies, augmented virtuality is also included in the spectrum, which implies the addition of virtual reality with elements of the real world (combining the virtual and real world).The paper substantiates the conclusion that in the near future both the legislator and judicial practice will have to find a balance between the interests of the creators of virtual worlds and virtual artists exclusive control over their virtual works, on the one hand, and society in using these virtual works and their development, on the other hand. It is necessary to allow users to participate, interact and create new forms of creative expression in the virtual environment.The author concludes that a broader interpretation of the fair use doctrine should be applied in this area, especially for those virtual worlds and virtual objects that imitate the real world and reality. However, it is necessary to distinguish between cases where the protection of such objects justifies licensing and those where it is advisable to encourage unrestricted use of the results for the further development of new technologies. 


i-Perception ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 204166952110239
Author(s):  
Junjun Zhang ◽  
Xiaoyan Yang ◽  
Zhenlan Jin ◽  
Ling Li

The experience in virtual reality (VR) is unique, in that observers are in a real-world location while browsing through a virtual scene. Previous studies have investigated the effect of the virtual environment on distance estimation. However, it is unclear how the real-world environment influences distance estimation in VR. Here, we measured the distance estimation using a bisection (Experiment 1) and a blind-walking (Experiments 2 and 3) method. Participants performed distance judgments in VR, which rendered either virtual indoor or outdoor scenes. Experiments were also carried out in either real-world indoor or outdoor locations. In the bisection experiment, judged distance in virtual outdoor was greater than that in virtual indoor. However, the real-world environment had no impact on distance judgment estimated by bisection. In the blind-walking experiment, judged distance in real-world outdoor was greater than that in real-world indoor. On the other hand, the virtual environment had no impact on distance judgment estimated by blind-walking. Generally, our results suggest that both the virtual and real-world environments have an impact on distance judgment in VR. Especially, the real-world environment where a person is physically located during a VR experience influences the person’s distance estimation in VR.


1970 ◽  
Vol 2 (5) ◽  
Author(s):  
Donizetti Louro ◽  
Tania Fraga ◽  
Maurício Pontuschka

This essay reflects the metaverse as a virtual reality system created byaffective and aesthetic computing and its digital morphology through visual mathematics. An appropriate system and its structures can move, changing their shapes as a whole, and produce responsive 3D assemblages answering in simple ways to emotions. The study of behavior and cognition in virtual environments, and to interact with them as a collaborator, is valuable, but we also need someone who gets right into the code to see how it all works and how it may be adapted to his own world, as well as keeping the study focused on the necessity to organize the known geometries in systematized morphological sets to apply them for the creation of affective and aesthetic systems for virtual worlds in 3D platforms, which change and grow, becoming symbiotic assemblages. Certainly, there is a long journey to go on to investigating conditions and evolutionary iterations which may assist the affective computing to approximate to the real world, to go ahead and conquermore and more ambitious digital architectural spaces, but it all are like vectors pointing to such direction.


Proceedings ◽  
2019 ◽  
Vol 31 (1) ◽  
pp. 83
Author(s):  
Lasala ◽  
Jara ◽  
Alamán

During the last decade some technologies have achieved the necessary maturity to allow the widespread emergence of Virtual Worlds; many people are living an alternative life in them. One objective of this paper is to argue that the blending of real and virtual worlds has been happening for centuries, and in fact is the mark of “civilization”. This project presents a proposal to improve student motivation in the classroom, through a new form of recreation of a mixed reality environment. To this end, two applications have been created that work together between the real environment and the virtual environment: these applications are called “Virtual Craft” and “Virtual Touch”. Virtual Craft is related with the real world and Virtual Touch is related with the virtual world. These applications are in constant communication with each other, since both students and teachers carry out actions that influence the real or virtual world. A gamification mechanics was used in the recreated environment, in order to motivate the students to carry out the activities assigned by the teacher. For the evaluation of the proposal, a pilot experiment with Virtual Craft was carried out in a Secondary Educational Center in Valls (Spain).


2007 ◽  
Vol 16 (3) ◽  
pp. 318-332 ◽  
Author(s):  
George Drettakis ◽  
Maria Roussou ◽  
Alex Reche ◽  
Nicolas Tsingos

In this paper we present a user-centered design approach to the development of a Virtual Environment (VE), by utilizing an iterative, user-informed process throughout the entire design and development cycle. A preliminary survey was first undertaken with end users, that is, architects, chief engineers, and decision makers of a real-world architectural and urban planning project, followed by a study of the traditional workflow employed. We then determined the elements required to make the VE useful in the real-world setting, choosing appropriate graphical and auditory techniques to develop audiovisual VEs with a high level of realism. Our user-centered design approach guided the development of an appropriate interface and an evaluation methodology to test the overall usability of the system. The VE was evaluated both in the laboratory and, most importantly, in the users' natural work environments. In this study we present the choices we made as part of the design and evaluation methodologies employed, which successfully combined research goals with those of a real-world project. Among other results, this evaluation suggests that involving users and designers from the beginning improves the effectiveness of the VE in the context of the real world urban planning project. Furthermore, it demonstrates that appropriate levels of realism, in particular spatialized 3D sound, high-detail vegetation, and shadows, as well as the presence of rendered crowds, are significant for the design process and for communicating about designs; they enable better appreciation of overall ambience of the VE, perception of space and physical objects, as well as the sense of scale. We believe this study is of interest to VE researchers, designers, and practitioners, as well as professionals interested in using VR in their workplace.


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